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Topic: A setting in search of a plot - Brainstorm needed!

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All Forums : [Adventure Games Forum] : Developers' Zone > A setting in search of a plot - Brainstorm needed!
12 AUG 2003 at 11:00am

papillon

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So yes, I'm a hobby game designer who occasionally makes money off things. Visit http://www.hanakogames.com/ to see my precious baby of a latest creation (It's NOT an adventure game, which is why I haven't mentioned it here before.)

Anyway, I also coded up a little engine to make a 3d person point&click adventure that will be rather different from anything else I've ever seen available. Problem is... I have no idea what to DO with it.

It will probably not be a commercial project, since I'm so floundering for inspiration. However, there is always the slim chance that it might be, so if it would seriously offend you to have a vague thought you tossed off possibly be the inspiration for something in a game that might be sold, don't answer this thread.

What I have: A girls' boarding school. It's the middle of the night (lead character will be running around in her pajamas all game). And...

That's IT. I have a setting, I have some character sprites drawn, I have an engine, I have some background graphics, I have NO IDEA for a story or puzzles or anything. I suck.


Anyone want to throw out crazy brainstorming ideas for what kind of story could go on here? Please?

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12 AUG 2003 at 3:54pm

Baron_Von_Ungern

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Where can we see your sprites and background graphics ?

What will your game engine be able to do ?

Why in hell a girls boarding school ?!?  


For what kind of market do you want to make this game ? (hard-core adventure gamer, casual, etc.)

I have NO IDEA for a story or puzzles or anything. I suck.

I'm far from thinking that you suck because you don't have a story or puzzles. In fact it only shows that you know your business far better than those who think they can make good games but don't have a clue about graphics, animations, programming, sound, etc.

Anyway, good luck !

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13 AUG 2003 at 3:20pm

papillon

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Don't want to post the art publically - spoil the surprise.


Audience - casual but adventure fans? this will probably be a SHORT game released for free, not something that's going to keep you up nights. Just a toy.

Why a girls school? Uh... I dunno. It was just what occured to me when I started assembling art.


What can the engine do? Quite a lot, including action sequences if I feel like it. Can also switch to a zoom or first-person view for detailed puzzles.

I actually have a vague story in mind but am stumbling over puzzles particularly because I want them to be *believable*, especially at the beginning of the game. No giving a rubber chicken to a pirate to get some honey to rub on a cat to get fur to make a wig with. I need interesting ways to break into rooms that don't revolve around "put paper under door and make key fall on paper" (since everyone's SEEN that) or "bizarre symbol combination lock" (doesn't fit with the setting).

*shrug* Well, rambling about it enough gives me a few ideas. I dunno. I'll come up with something, I suppose.
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26 AUG 2003 at 5:11am

DracheHexe

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Hmmm...

A young girl wakes up in a boarding school from a bad dream.  Sleepy and thirsty she gets up to get a glass of water.  After taking a drink she lays back down and notices her favorite stuffed bunny is missing.

She frantically searches through her and her roomates stuff and cannot find it.  Opening her door she sees her bunny hopping down the hall, stopping and looking back as if to say "Follow me."

While chasing her bunny the girl travels through some of the dreams and nightmares of her school mates.

Think something along the lines of "Alice in Wonderland" but dreams instead of the looking glass.

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26 AUG 2003 at 5:21am

Stammer

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That's really interesting Drache! However, don't you think that it is going to look like Silent Hill? :-/
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29 AUG 2003 at 12:38am

The Terror of the Wolf part 3

Schattenjger
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Let's see...

The girl hears a sound in the basement. She climbs out of bed and goes to investigate. Opening the celler door, she steps slowly down... In the darkness, she loses her way, trips, and hits her head.
She awakens a few hours later, to discover that she's been locked down in the basement. She's left to explore, and discovers that the basement houses the old section of the school - not so much a boarding school, but a school for troubled girls. Exploring the rooms, she discovers disturbing things - diary entries from girls describing that they were locked down here, abandoned by their family, that they had no contact with the outside world.
Gradually, she slowly starts to piece things together through items that she discovers, and realises that there was a string of girls that simply went missing. Eventually, she finds her way into the 'care center' of the school - more like an abandoned asylum than anything else. Even more startling, she discovers other people in the basement - grown women, left down there for decades, horrified beyond belief and babbling of horrors in the dark, teachers and nurses abusing and torturing the children..
Gradually, it becomes clear that the people in charge of the school once used the building simply to fuel a secret, violent cult. Files make refferances to demons, who the girls were prepaired and sacrificed to. Over the decades, the sacrifices have become less and less obvious, only preying on children that 'ran away', two or three a year. Gradually, she discovers her way onwards, piecing things together as she goes, until she finds herself far below the school, in the heart of the sacrificial chambers, where she is confronted by the faculty themselves...


-EDIT- On second thought, having had a look at the style of games you're going for, maybe I should think of something else...  

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30 AUG 2003 at 9:30pm

szcax

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I can tell you're a GK fan, wolfboy.  

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31 AUG 2003 at 9:21am

papillon

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*grin* actually, I like spooky horror, although I'm probably not going there simply to save myself the trouble of drawing convincing gore.
I would love to sometime do a proper boarding school action/adventure horror game (tentacle monsters ahoy!), but I'm just not up to it yet.

anyway, development has been progressing. there is a plot and some basic puzzles already in place. Feel free to continue throwing things out, but it's likely that I won't use anything exactly as it's mentioned (but it might give me inspiration for something slightly or entirely different). Puzzles especially! I have very few and they're mostly inspired by "Well, I have a fish and a bucket, so maybe there's a well somewhere, and..." type reasoning. (Not an actual example! There are no fish!)

And there *is* a somewhat Alice in Wonderland section coming up, so.... what obstacles might we encounter?


(This should be finished (and freeware!) by the beginning of October.)
[url=http://whineaboutgames.blogspot.com]I Whine About Games[/url]&&&&[url=http://www.hanakogames.com]Anime Games[/url]

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31 AUG 2003 at 5:53pm

The Terror of the Wolf part 3

Schattenjger
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Hmmm, puzzles.
Do you want logical ones, or insane "
uck and pliars and keys on railway tracks" ones?
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1 SEP 2003 at 1:28pm

papillon

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Either logical or fairytale-related, at this point, I think. But not *silly*. This isn't a wacky comedy game.

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4 SEP 2003 at 3:24am

The Terror of the Wolf part 3

Schattenjger
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Okay, let's see what I can do...

1- Using the environment
Make the player have to explore a little to find an item. For example, the character's locked in a room. The key to unlock the door isn't immediately visible - it's hidden under a book. Perhaps the book also contains some information that may help the player. But when they search it, they find what they weren't expecting - the key.

2- Red Herrings.
Using red herring items is simple. Make one item appear as if it can be used in one area, when it really can't. For example, your character has one key in her inventory. But it won't open the door, it's a red herring. The real key is under the bed.

3- Inter-item related puzzles.
The next room is also locked. The first key that the character found doesn't unlock the next door, and neither does the key she found under the bed. However, the first key unlocks a music box, which contains the key to the room. This is your typical "Use crowbar on box" type of idea.

4- Use magic.
Because it's a fairy-tale style game, some little tricks are good to throw in. The door's sealed with a magic lock. In the first room, the character looked under a book to find the key - the book contains information about basic spells. Using items she finds around the room, she enchants the key to allow her to open the door. Magic isn't as easy as other puzzles as it requires the player to be a lot more observant, but if they're any good at the game genre, they'll catch on quickly.

5- Pop culture knowledge.
The spellbook says that the spell needs an item made from a substance that can harm a werewolf. Most people know that silver can, and there's a silver ring in the second room. If the player doesn't know this, it's hard. Otherwise, it's easy.

6- Word puzzles.
The spellbook says that the character needs an item made of thrum to cast the spell. An archaic term, but one that can be found in a good thesaurus - it's another word for rock. There's a thrum statue at the bookcase, but the description is worded to specify that it's rock. This requires more thought.

7- Pattern recodnition
The spellbook requires the player to follow a pattern of some form. This could be matching the top and bottom diagrams on tiles, finding out a number from clues and entering that onto the key, performing a dance where important parts are imputted by pressing the direction keys, finding diagram patterns from around the door and locating which ones they are in the book, decyphering a colour code, and so on. All of these are forms of code puzzles, so they're based on pattern recodnitions.

8- Improvisation.
My favourate. The door is open, but it only opens to an empty hallway. All there is in the hallway is an open window. The only way to progress is to find a way onwards. This may be seeing a discoloured brick in the wall. Or, you may need to use items. The loose brick can be taken, and used on the window to create a support frame. Using the bedsheet from the first room on this can create a makeshift rope. That's logical, and thought-provoking. Toy around with this.

Hope they help some.
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